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Ricardo Marcos; André Gomes; Marta Santos; António Coelho – Anatomical Sciences Education, 2025
Histology is a preclinical subject transversal in medical, dental, and veterinary curricula. Classical teaching approaches in histology are often undermined by lower motivation and engagement of students, which may be addressed by innovative learning environments. Herein, we developed a serious game approach and compared it with a classical…
Descriptors: Veterinary Medical Education, Game Based Learning, Gamification, Learner Engagement
Rowan C. Martindale; Barbara Sofia Sulbaran Reyes; Sinjini Sinha; North Cooc – Journal of Geoscience Education, 2024
Educational geoscience games have been increasing in popularity because they promote learning through amusement and encourage students to engage with topical material and each other. Here we describe a new board game, "Reef Survivor", and its use as an instructional tool in undergraduate classes. The educational objective is to teach…
Descriptors: Undergraduate Students, Public Schools, Educational Games, Ecology
Christopher M. Seitz; Jeffrey L. Lennon; Muhsin Michael Orsini; Lauren Elliot; Margaret Lloyd; Fin Findley – Discover Education, 2024
Purpose: This study explored undergraduate college students' opinions of the CDC's online "Solve the Outbreak" (StO) game, a recommended aid in higher education for teaching concepts epidemiological outbreak investigations. Methods: The study was conducted as a game debriefing, in which 16 students enrolled in an undergraduate-level…
Descriptors: Undergraduate Students, Student Attitudes, Epidemiology, Games
Ernesto Pacheco-Velazquez; Virginia Rodés Paragarino; Leonardo David Glasserman; Martina Carlos Arroyo – Journal of International Education in Business, 2024
Purpose: Higher education is undergoing a significant transformation, demanding a rethinking of instructional methods, the establishment of novel assessment frameworks and the incorporation of state-of-the-art technologies to advance the development of learning competencies. The use of simulations is an alternative that offers satisfactory results…
Descriptors: Foreign Countries, Higher Education, Teaching Methods, Independent Study
Elina Jääskä; Jaakko Kujala; Kirsi Aaltonen – Cogent Education, 2023
The earned value management (EVM) is a project management method for monitoring and controlling project expenditure and progress. Teaching EVM is challenging as the method may appear theoretical, mathematical, and disconnected from the uncertainty of real-life projects. Educational games have been suggested as one method to influence students'…
Descriptors: Game Based Learning, Program Administration, Program Effectiveness, Educational Games
Jin, Yang; Tiejun, Zhu – Education and Information Technologies, 2023
Metaverse is a digital world created by human beings according to the physical world. Its deep integration of virtual and real features has created a new opportunity for the innovative development of game teaching in art design courses in colleges and universities under the epidemic situation. In the field of art design, the investigation and…
Descriptors: Computer Simulation, Video Games, Art Education, Design
Li Ye; Jingyi Li; Simin Yang; Yongxin Hang – Interactive Learning Environments, 2024
Traditional pattern teaching is an important part of the art curriculum, but the pattern are complex and difficult to learn. While schema theory focuses on the integration, understanding and construction process of knowledge, AR technology can provide a three-dimensional and dynamic display of patterns, which has been used in teaching in recent…
Descriptors: Computer Simulation, Game Based Learning, Art Education, Instructional Effectiveness
Zijing Hu – Educational Process: International Journal, 2024
Background/purpose: Game-based learning has received increased attention in health sciences education in the global north due to its effectiveness in achieving learning outcomes. The literature concurs that learning outcomes can be improved through appropriate pedagogical approaches. However, more studies need to focus on game-based learning in…
Descriptors: Game Based Learning, Health Sciences, Foreign Countries, Teaching Methods
Ortiz-Martínez, Esther; Santos-Jaén, Jose Manuel; Marín-Hernández, Salvador – Education and Information Technologies, 2023
New technologies have led to digital educational tools to improve learning. Game-Based Learning makes it possible to test whether there is a positive impact on official grades. We have collected the scores of the Kahoot! games, the marks of the continuous assessment, the final exam, and the final mark of the subject, to create an ad-hoc database.…
Descriptors: Educational Games, Teaching Methods, Accounting, Game Based Learning
Raymond Kaimana Eran Estrella Jr. – ProQuest LLC, 2023
Video games, such as the popularized game Minecraft, have been used in a variety of educational settings and learning contexts. Though academic findings of video game usage are mixed, increases in learning competencies, skills and engagement were apparent. While faced with creating an alternative learning plan for teaching kaikua?ana and kaikaina…
Descriptors: Video Games, Game Based Learning, COVID-19, Pandemics
Yasemin Kahyaoglu Erdogmus; Adile Askim Kurt – Education and Information Technologies, 2024
This study investigated pedagogical agent (with/without) and feedback (explanatory/confirmatory) types on achievement, flow experience, and cognitive load in a digital game-based learning environment. We developed a game about spreadsheets and prepared four versions of the game in the context of pedagogical agent and feedback types. Through the…
Descriptors: Cognitive Processes, Difficulty Level, Skill Development, Game Based Learning
Ifeanyi Mbukanma; Madira Manganyi; Bhekithemba Vellem; Neliswa Gqoli – Research in Social Sciences and Technology, 2024
The aim of this study resonated with the pursuit of achieving enhanced engagement in teaching and learning that informs critical thinking, and knowledge retention among students. Despite the growing trend of technological integration in teaching and learning, however, there exists a lack of empirical evidence and comprehensive studies that…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Learner Engagement
Anggraeni, Leni; Affandi, Idrus; Wahyudin, Dinn; Paramitha, Sandey Tantra; Ramadhan, Muhammad Gilang – International Journal of Education in Mathematics, Science and Technology, 2022
The implementation of peace education in the university environment has not yet found the right technical implementation, so the main goal in peace education has not been achieved, especially the application in the university environment. Therefore, this research aims to determine the general perception of board games as a media of peace education…
Descriptors: College Students, Games, Game Based Learning, Peace
Cheng, Jiaming; Lei, Jing; Zhang, Lili – International Journal of Technology in Teaching and Learning, 2021
This study explored how to effectively apply gamification design principles to improve the quantity and quality of online discussions. Based on a game design framework: Playing Experience of Needs Satisfaction (PENS), two specific gamification design principles: (1) aligning gamification awards with specific performance expectations; and (2)…
Descriptors: Discussion, Teaching Methods, Game Based Learning, Graduate Students
Günter, Tugçe – Journal of Science Learning, 2023
This research investigates the effect of the context-based approach (CBA) 'Relating-Experiencing-ApplyingCooperating- Transferring' (REACT) strategy supported with crossword puzzles on achieving the associate degree students in the chemistry laboratory course on the topic of acid-base titrations. A crossword puzzle game and four contexts related…
Descriptors: Teaching Methods, Games, Chemistry, Game Based Learning